Impression after alomost 4 weeks

Hi Guys, 1st post just joined, 2nd love the game, I am hauling and I love every minute :)
Found a nice we earner (for awhile at least) from Namte to Neche and back again hauling gold and Auto Fabricators, running a Lakon 6, I mean who wouldn't, it's big noisy and 84t of pure cargo space, add the so cooool factor.
Before that I had Started of with a Sidewinder (wee cracking ship) then a Adder (fantastic wee ship) then a Cobra MK3 I had to buy a paint job :), and now a Lakon 6.
However on the down side, and I am unsure where to go with this.
Trading between Neche and Namte, 3 jumps (I think) Cobra 18t cargo, back and forth, I wanted a Lakon 6, however on "I think" the 2nd jump notice there was always a Eagle ready to interdict my ass, be smooth and fast line-up next jump and FSD drive has just this nano second cooled down and your pressing jump, then 2 ships Eagle and Sidewinder nearly had me but was into count down to jump, I got this going and coming back, finally they got me interdiction, I struggled but failed, all I could do then was Boost, boost and cool down, my shields were hit but I got out, next run 4 yip FOUR mothers of nasty, I was fast and got out, but I knew then this Route was over, no way could I withstand 4 ships hitting my shields.
I then changed to LHS 2335 and LP 908-11 hauling Tantalum and Resonating Separators, 2 jumps again 1 ship at the star waiting, then 2, as yet unknown if the count will again go up, I suspect it will.......
Is this it ? 1st run today I was interdicted 2 times in 3 jumps, all failed but what the hell ?
3 and a bit weeks and the game developers way of making it difficult was spawning pirate ships at stars, surely there's more to it than that ?

I am thinking going back to Cobra it had attitude and super fast boost, my aim was an ASP but it looks like a hauler has to be ready to fight, Lakon 6 is the best ship I have flown (as yet) but a fighter it isn't, tell me I'm wrong, I simply cant create a trade route ? that's just daft..... X3 was very good for trading and it was dangerous, but it was just your luck you ran into trouble, on this game you can predict where and when.....

Would appreciate some advice on how to move on...
Many Thanx
Gary
 
As for picking trade route you could try etn.io, for planning your ship build try coriolis.io.
Of course you must be prepared for interdictions especially in the beginning, therefore, as @Sugarat said, Asp would be a nice choice, she has all you need - punch, speed and cargo space.
If you like hauling it'll be a fast track.
 
Yeah, they recently upped the pirate count and interdiction rate by the looks of it.
Traders in the T-type ships will be hit hardest by this so can no longer run without shields and weapons although they won't help against human and larger NPC pirates anyway...

As above I'd advise looking at a multirole ship. They are more expensive and often have less jump range when fully outfitted but you'll get less interdictions and be able to handle the ones you do get. My personal favourite hauler is the Clipper since its pretty much the fastest ship in the game so you can run away from anything except Cobras, even then you can jump out before they'll do real damage...

Either that or try out a few other things like exploring or combat. You only need a few credits to get an exploration Cobra or a combat Viper and you'll probably not even have to sell your T6 if you do it right.
 
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A T6 with upped shields, boosters, and weapons can still carry 96 tons of cargo. You just have to spend the money. I went for a 15% discounted one.
 
Asp with shields can carry 84t of cargo and can hold it's own in combat :)
Chk-d out the ASP looks really good, I only have about 6m cr, Vulture looks fierce any Idea about cargo tonnage ?
The clipper, it's the fist time I have heard of it, chk-d wiki and great maker, that is a ship, I feel the cost would match it's size though.

interdiction ,,, it does leave me a little disappointed, to be able to predict where and when your gonna encounter trouble, which then forces you to create a new trade route, only to find the same strategy :(
interdiction isn't a problem if they were even a little random, my point is, where ever I go, Pirates will be there before me, and increasing numbers, can some one explain the logic behind this for it's lost on me.

Think I will go back to Cobra hauling 18t, until I can afford that ASP :)
Frontier can I say this..... Role Playing..........

Huge thanx for your input,
Kind Regards
Gary
 
Chk-d out the ASP looks really good, I only have about 6m cr, Vulture looks fierce any Idea about cargo tonnage ?
The clipper, it's the fist time I have heard of it, chk-d wiki and great maker, that is a ship, I feel the cost would match it's size though.

interdiction ,,, it does leave me a little disappointed, to be able to predict where and when your gonna encounter trouble, which then forces you to create a new trade route, only to find the same strategy :(
interdiction isn't a problem if they were even a little random, my point is, where ever I go, Pirates will be there before me, and increasing numbers, can some one explain the logic behind this for it's lost on me.

Think I will go back to Cobra hauling 18t, until I can afford that ASP :)
Frontier can I say this..... Role Playing..........

Huge thanx for your input,
Kind Regards
Gary

You should be able to kit out Cobra to 40t while keeping the shields. Check outfitting for bigger cargo racks :)
 
Chk-d out the ASP looks really good, I only have about 6m cr, Vulture looks fierce any Idea about cargo tonnage ?
The clipper, it's the fist time I have heard of it, chk-d wiki and great maker, that is a ship, I feel the cost would match it's size though.

interdiction ,,, it does leave me a little disappointed, to be able to predict where and when your gonna encounter trouble, which then forces you to create a new trade route, only to find the same strategy :(
interdiction isn't a problem if they were even a little random, my point is, where ever I go, Pirates will be there before me, and increasing numbers, can some one explain the logic behind this for it's lost on me.

Think I will go back to Cobra hauling 18t, until I can afford that ASP :)
Frontier can I say this..... Role Playing..........

Huge thanx for your input,
Kind Regards
Gary

http://www.edshipyard.com

This tool may help you. Fan-created, it lets you have a play with different loadouts to see what the power and jump range will do as well as everything else important. Theres also another shipyard tool here http://coriolis.io/ and which one you use is really personal preference...
 
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I hardly ever get interdicted these days - maybe one trip in 4? But my T9 has good shields and wicked turrets and I think that makes a difference. Also I am good at getting in and out of a system (on a multi-system route) real quick. But if I do have to fight then Cobras and below just get blown up, vultures and above (up to python anyway) my turrets just hurt them until they cry and they run away home. But I run away from Pythons and Annies.

My tactics vary - as soon as I see an interceptor I use the UI to determine what sort of ship it is. Usually I will just drop immediately, before they even get a lock on me. That way I have a few extra seconds of FSD cooldown before they follow me down and get on my tail. Pythons and annies never even get a shot off before I am gone. But the smaller ships I may stay and wrangle with - or if I am in a hurry then I just let them shoot me (they can't get through my shields) and SC away. If you drop out of SC voluntarily and wait for them then they will usually come at you from the front so you can get a lock. They then try to get behind so keep your turrets on them (pips in weapons) and just fly to avoid their shots whilst the turrets go pew pew.
 
As for picking trade route you could try etn.io, for planning your ship build try coriolis.io.
Of course you must be prepared for interdictions especially in the beginning, therefore, as @Sugarat said, Asp would be a nice choice, she has all you need - punch, speed and cargo space.
If you like hauling it'll be a fast track.


Nice sites thanks +rep

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I hardly ever get interdicted these days - maybe one trip in 4? But my T9 has good shields and wicked turrets and I think that makes a difference. Also I am good at getting in and out of a system (on a multi-system route) real quick. But if I do have to fight then Cobras and below just get blown up, vultures and above (up to python anyway) my turrets just hurt them until they cry and they run away home. But I run away from Pythons and Annies.

My tactics vary - as soon as I see an interceptor I use the UI to determine what sort of ship it is. Usually I will just drop immediately, before they even get a lock on me. That way I have a few extra seconds of FSD cooldown before they follow me down and get on my tail. Pythons and annies never even get a shot off before I am gone. But the smaller ships I may stay and wrangle with - or if I am in a hurry then I just let them shoot me (they can't get through my shields) and SC away. If you drop out of SC voluntarily and wait for them then they will usually come at you from the front so you can get a lock. They then try to get behind so keep your turrets on them (pips in weapons) and just fly to avoid their shots whilst the turrets go pew pew.


Welocme me to the void :)
 
I hardly ever get interdicted these days - maybe one trip in 4? But my T9 has good shields and wicked turrets and I think that makes a difference. Also I am good at getting in and out of a system (on a multi-system route) real quick. But if I do have to fight then Cobras and below just get blown up, vultures and above (up to python anyway) my turrets just hurt them until they cry and they run away home. But I run away from Pythons and Annies.

My tactics vary - as soon as I see an interceptor I use the UI to determine what sort of ship it is. Usually I will just drop immediately, before they even get a lock on me. That way I have a few extra seconds of FSD cooldown before they follow me down and get on my tail. Pythons and annies never even get a shot off before I am gone. But the smaller ships I may stay and wrangle with - or if I am in a hurry then I just let them shoot me (they can't get through my shields) and SC away. If you drop out of SC voluntarily and wait for them then they will usually come at you from the front so you can get a lock. They then try to get behind so keep your turrets on them (pips in weapons) and just fly to avoid their shots whilst the turrets go pew pew.

Hi sqzbox1, this is a major point your making, at least for me, you make some very good points, the strategy of dropping out before they can pull you out is, top drawer, your FSD would be almost cooled down before there on you, can I ask your advice then on a loadout based on your t9 configuration but for a t6, at the mo I haven't got the cr for vulture, and not even close to the ASP, just over 6m.
..........as soon as I see an interceptor........... what are you looking for, what makes it an interceptor, I had eagles have a go at me, sidewinders for goodness sake, the only thing I can say is that I pretty quick in getting out of systems, but that it.
Any Pointers would be so appreciated
Regards
gary
 
... Vulture looks fierce any Idea about cargo tonnage ...

For powerplay work I run a vulture with 20 tons of cargo space, I could squeeze a bit more in but that would mean sacrificing my beloved docking computer and one other slot which I use for FSD interdictor or detailed discovery scanner as needed.

Two things to note though. Firstly a well specced Vuture is expensive for a relatively new player, forget the purchase price it will cost several times that to get one in a condition to work and fight effectively and even then the jump range and fuel capacity will be pretty naff. Secondly, be prepared to suffer the disapprobation of the purists for daring to use a Vulture other than as a pure heavy fighter.

A better bet for an armed trade ship is, as others have said, the Asp. I had one tricked out as an armed merchantman and it worked a treat. I was seldom interdicted and when I was I usually fought and destroyed the attacker - I was running only 60T compared to the 100 of the T6 but those 60 tons were always going to get through. Again, a well specced Asp is going to cost serious money (think 25 million), but the big downside is that it really is just too good. It is probably the best all rounder in the game short of the big heavies and will do pretty much whatever you ask of it. I nicknamed mine Kevin because it was just so competent and boring - I sold it after a week.
 
4 weeks and still in a T6? Oh man you should do something different.

I bought the t6 too but did use it only 1 hour then it went to storage.

You should fit out the Cobra with A modules and either go for bounty hunting or maybe mining. Booth will get you more money then trading in that T6.


The only thing i can think of you can do with A T6 is rares trading, but picking up at severeal stations cost time too.

When you have the money, i would go for the Vulture for bounty hunting because its awesome in it or go for ASP if you need A multirole ship with great jump range.

I think normal trading starts with a t9 or conda.

But sure its up to you what you do.
 
Thanx for that, I cant help but laugh, Kevin, your going to get it from all the kevins in the forum :)
Cr I need a hauler to get the cr I need, but I must survive to reap, so thinking t6 right now 1m buy 4m to loadout 1m to trade with, but I'm a bit out with the loadout, unsure what is best
 
Hi Andibcool, interesting what you say regarding mining, never tried it, I always thought there wouldn't be much cr in it, reading your mauled by pirates all the time, but I'm up for trying it.
I haven't had the t6 that long perhaps a couple of hours in real time, used a cobra before, and thinking about going back to it,

Many thanx for heads up.
 
Some Thoughts...

I have some thoughts maybe already expressed... just scanned the responses.... all good, totally agree with them... put the following in your pipe and smoke about it:


The little mini game when you are interdicted... you've got to figure it out and master it... this is just essential with new interdiction settings they modified in the last few updates, especially if you are hauling cargo... if you start seeing chatter that says they scored the mother load with you or the rumor is true or they finally found you upon entering a system... it means they are already hunting you down to interdict. If you are pledged to an opposing power play then that triggers those interdicters... but yeah... figure out the mini game to avoid it... every craft has a sweet zone on the accelerator super cruise speed dial... you can adjust your supercruise speed to settle the target or the escape vector... you have to pitch up and down, use yaw left right to fine tune... if you get out of whack use roll and pitch to get back to sweet spot... the blue scale on the left side measures how many times you've got him centered with the "cone" I like to think of and look at it as... you need to cross the center circle with the vector?target as often as you can, quicker than your target/predator... when you get this blue scale to the top, you win... or if his scale goes all the way down for messing up royally and getting turned sideways which will decrease your scale drastically depending on how long you are severely away from center circle on target/vector. Always have some speed because zero throttle means instant interdiction. If you can change course to prevent him from getting behind you while in supercruise you can prevent his attempt in the first place... you can hear and see the quick passer by's while in supercruise... this means you are being pursued, consider jumping out and back or just logging out and back in to reset the server and encounters. And yes... if interdicted, try to submiss... it allows faster FSD cool down, quicker jump... boost repeatedly as soon as possible with flight assist off in opposite direction... full pips to engines, two to shield (improved power disapator really plays a key in recharging your engine time for boosts)... if you can dial in another system it will give you quicker jump than if you try to get to supercruise... mass disruptions are only effective if jumping from normal space to supercruise. If seriously outmatched and outboosted from the onset... consider jettisoning cargo prior to them deciding that you had enough time between their scan and their demand... lose the cargo but save the ship... oh... and yeah... always make sure you have your insurance deductible saved up, especially if in a dedicated non combat equipped/agile trader. The Asp fitted out with best mods is a better transition to type 7 cargo trading until you have the funds to afford a well modified type 7... your survival rate will improve and the cargo capacity isn't much different but a much better hull and weapon set up than the pie cutter type 7... think of the Asp as a very proper stepping stone... one of the best craft and versatile in the game if you ask me... the best explorer for sure with it's range which of course is very handy in trading, especially if you look into the rare trade circuits.
 
Very good thoughts, and I will certainly look out for chatter, I didn't know about the sweet zone on the accelerator, I just max-d it and went on to fight the interdict, allot of the time I succeed, and there are other times I don't, in those times boost and jump, I didn't know it was better to jump out the system rather than just enter sc, today I have read a good bit regarding interdiction, and it does seem it's a bit loaded against the trader/hauler omi, no I'm not looking for easy, and I hadn't thought about them actually hunting me, this makes a good bit of sense, 3 jumps interdicted twice, and there always waiting around the same star in increasing numbers.
What I am finding difficulty with is my ship load-out, what is best, shield generators or shield cells, mass, tonnage, jump distance, thrusters, power out-put, I haven't found anywhere to get practical advice on what's best and what in fact is better than say shield generators v shield cells, what where do you find the balance ?. ... I suppose this comes with experience, great site on the load-out and how it effects mass, tonnage.
Many thanx and keep those thought coming,
I want to trade, it's my nature, again good thoughts

Regards
Gary
 
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